Can we all just admit that we're complaining about the equivalent of Azorius decks in MTG, not to mention Control Warrior from the game's release? Drawing a bunch of bombs is roughly the same as getting Alexstrasza'd at 30 and facing down the threat of Garrosh + ping spell.
The deck archetype is nothing new, and all it takes to beat the deck is enough tempo or constant threats. It's the slowest and greediest deck possible, whether it's bomb control or dragon control. So if any of you are salty about not getting to play an even slower and greedier deck than that, you can go play Wild where everyone can out-nutdraw everyone.
I've just played vs Bomb Warrior with Handlock. I knew that in the long term he will outvalue me, so I was pushing for damage. I've played both Giants and Drakes (obviously killed at spot, not even attacked once), then on turn 8 I've used coin for Jaraxxus and started to spam hero power. In total, I've spawned 13(!) Infernals in a row (one per turn) alongside some other minions. Guess how many of them lived long enough to do anything? You're right: not even one. He removed 13 x 6/6 minions with ease, wiping my board EVERY. SINGLE. TURN. Just before I conceded, he had around 40 armor because I didn't hit his face more than 3-4 times in early game. Praise Dr.Boom's infinite value. Yay...
I'm not calling it OP, but it's definitely not right. I'd say it's unfair to play vs infinite value hero card, when you don't have access to your own. I know Control Warlock is damn weak after rotation, but even strong decks are struggling with Warrior now. If this is meta for incoming months, then I'm out.
Dr. Boom is a Herocard and not a Deathknight, all deathknights are in wild
t'was a joke to make the point that Boom is essentially on the powerlevel of the Deathknight cards, meaning he stands out among other cards as last remnant of a meta with much higher powerlevels overall
So there's been a lot of talk about Bomb Warrior in the last few days. Some people say it's broken, others say it's overhyped, but the general consensus is that it's a very powerful deck that performs best among all other theorycrafted decks.
Now I've got a few thoughts about the whole matter:
1) Bomb Warrior is not OP...yet
Right now Bomb Warrior succeeds the same way Shudderwock succeeded when it was first experimented with. It has a very strong win condition that preys on unrefined decks. For those who remember, the early Shudderwock builds included Fire Plume Harbinger and Murmuring Elemental for a guaranteed infinite combo, but were later dropped for the far superior Keleseth builds.
The same thing is happening right now, since people builld the deck by just shoving every single Bomb card into the deck and attempting to shuffle as much as possible.
This is complete nonsense, as the bombs are not the actual power of the deck, they're merely a means to an end. That end is Blastmaster Boom. This card is ridiculously powerful, but needs the bomb support to actually function. If Bomb Warrior wins, most of the time it's because of Boom and not because the actual bombs do all the work.
The second reason why it's successful, is because the control variant runs Dr. Boom Mad Genius, which, much like the other Boom, wins games by itself. Turns out in a meta where all the most broken infinite value cards are no longer in the game, the broken infinite vlaue cards that do exist are pretty good, who would have thought?
Ultimately this will lead to the following: Bomb Warriors will eventually figure all this out by themselves and start adjusting. We're not going to see Seaforium Bomber anymore, maybe they even cut Clockwork Goblin and rely entirely on Wrenchcalibur and Augmented Elekk.
Either way, they'll cut pointless cards in favour of actually good cards, while will lead to the real problem: "Bomb" Warrior completely taking over the meta with no survivors by relying on the bombs and Blastmaster for pressure while being guaranteed a safe lategame through Mad Genius. It won't matter if you counter the bombs with Archivist Elysiana or Arch-Villain Rafaam, an army of infinite Mechs will just run you out of ressources to the point where you wish for Deathstalker Rexxar to come back
Now all this sounds a bit dramatic, after all, it's just two cards with above average power levels, how are they carrying the entire Warrior class?
Here's the thing
they don't
2) Warrior's overpowered classic set
Here's why all of this is even a problem in the first place. Amongst all classes in the game, Warrior is arguably the best at removal. It's part of their class identity overall, which isn't a problem by itself. the problem is that because of thiis fact, any time Control Warrior has even a remotely viable win condition it completely dominates any deck that isn't
a) able to kill them quickly and without mercy
or
b) outvalue them in the long run
At the same time this means that Warrior usually sucks whenever these win condition aren't available, which was the case during KFT and KnC until finally Baku the Mooneater was released and gave them the basis for a straight-up grind machine, which was later enhanced by Mad Genius
The problem at this point is that Warrior excels at TOO MANY types of removal
They have Execute and Shield Slam which are the two most efficent single target removals after Naturalize, a card they had to take away from Druid to enforce their weakpoints
They have Gorehowl, which used to be amazing, but at this point is simply redundant due to how much effective removal exists
They also have Brawl, which I will address more thouroughly in a blog post about Classic/Basic cards that absolutely need to be nerfed, but consider this: Brawl is the single most powerful AoE clear in the entire game. the only thing that comes close to it is Psychic Scream and that'S purely because it gets rid of Deathrattles. Brawl is a 5-mana Twisting Nether -1 target as long as there are more than 2 minions on the board. It also has the added RNG of occasionally giving you a tempo swing by having one of your minions survive. Brawl can not be countered other than through powerful Deathrattles. Any deck that relies on getting board advantage loses to Warrior automatically because of it.
Let me repeat that it's a 5-mana boardclear that disregards health totals, Divine Shields and requires no further build around. Now remind yourself that it exists in a class that already has access to a shitload of other single or multi-target removals.
Brawl should have been nerfed years ago, but never was because Warrior never got up to S-tier status. Now it has, and a long overdue nerf is in order.
Just for perspective, even if they nerfed Brawl up to 7-mana, it would still see regular play, just because of how good it is.
Now all of this is still not even that bad if it wasn't for one other thing:
3) Warrior's tendency to keep getting better and better removal tools each expansion
This leads back to the Brawl argument and why it wasn't nerfed before. Previously, Brawl was Warrior's core, on-demand board clear. It was necessary because there was no efficient way to deal with multiple minions (big or small).
However, over the past year, Warrior has gotten a ridiculous amount of top-tier removals. Just to list them all:
those are the class cards. Added to that comes stuff like Zilliax and Crowd Roaster + literally anything with Rush that Warrior can use.
Effectively, there is no situation, no board state, no minion composition, that Warrior does not have an easy and efficient answer to.
Addeed to that is the entire Armor mechanic which allows you to survive a lot more than other classes given that armor is a preemptive defense mechanic as opposed to healing, which is reactive and vulnerable to burst.
4) The Conclusion
To sum it up: We have a class with access to the best defense boost, with the best removal tools and consistent draw. And this class now has access to the best late game value engine + the best instant refill tempo play...and it's doing exceptionally well with a barely optimized deck.
Do you see the problem here?
5) The Solution
This is where it gets tricky. As I explained before, nerfing the Bomb cards does effectively nothing. Sure, every once in a while you'll get blown up by 30 damage worth of explosives, but it stands to argue what you were doing while Warrior was playing vanilla minions and overstatted weapons. Clearly not taking countermeasures I'd say.
Also, Bombs are a very effective counnter to degenerate combo decks (which will exist in the future, they always do) which has always been a crippling weakness to value oriented Warrior lists so I don't feel like abandoning this mechanic is fair.
If the bombs do turn out (against all logi and reason) to be the main winning factor in the deck, then there are several ways to address this:
I) Less Bombs
Wrenchcalibur could be nerfed by either making it's effect a single Battlecry or bumping it's mana cost way up.
Alternatively, the bombs themselves could have their damage reduced by 1, which makes them much less likely to jsut kill you out of nowhere and gives you time to get on the board and retaliate.
II) Less Boombots
Blastmaster Boom is another target. The biggest issue with him is the amount of Bots he summons relating to the amount of bombs shuffled.
One approach would be to reduce the amount of summoned bots per bomb to 1, meaning you'd need six bombs shuffled for a full board. The other approach would be the indirect nerf by targetting Wrenchcalibur as explained before and make shuffling enough bombs before turn 7 much harder to do, effectively requiring you to run more bomb cards for consistency, which, as I explained before, makes the deck weaker as a result.
Either way, the best way to nerf Blastmaster (should he turn out to be the main culprit) is by forcing players to commit to the bomb package and therefore leaving less room for the many excellent removal (or tempo, if you play Rush Bombs) cards that Warrior has
III) Less Deathkinghts
Another card to look into would be Dr. Boom, Mad Genius. this card is troubling for a variety of reasons, some of which have been explained before.
Obviously he shines as the best value hero card after the Death Knights rotated. Zul'jin's long term value is determined by build around cards and comes at a price and Hagatha doesn't really give you much pressure overall.
Boom is actually really difficult to target effectively without unreasonably destroying the card. The aura effect is very pwoerful int he long run since it allows your mechs to always impact the board when they are played, but we can't remove it or else the entire point of the card would be lost.
The hero power is probably the most reasonable approach. Originally designed to be balanced around randomness versus consistency, there are a few problems with the swapping mechanic...that being the ability to highroll into certai powers every 2nd turn. It just feels bad when you're trying to outgrind Warrior and they keep swapping between armor and Delivery drone and it feels like the gods themselves are trying to punish you.
My suggestion would be to have the hero powers on a fixed rotation, something like: Blast Shield, Microbots, Zap, Kaboom, Drone.
this way
a) you get more consistent results and can plan around them
b) your opponent gets to do the same
c) noone can highroll into multiple delivery drones and just amass value, Rexxar-style
Whether the HP rotation always starts on the same one or is determined by RNG is up to preference at that point
A different solution would be to change Delivery Drone from discover to just straight-up random. A big point of frustration is the sheer amount of great value mechs, meaning there is usually a really strong overall pick from the drone. Combine it with Omega Assembly and Warrior is basically guaranteed to always have an answer and prevents you from ever really gaining back any sort of tempo. By changing it to random it's still consistent value (since all Mechs have rush anyways) but far less oppressive and far less overwhelming than just picking your Omega Devastators and Zilliax at your leisure
IV) Less Bullshit
The final and in my opinion most beneficial nerf concerns the classic set. As said before Brawl is busted, but aside from that it's also design-limiting. As long as Brawl exists Warrior can#t get any other relevant board clears, because they would either be overshadowed, or good enough to be run alongside Brawl, which leads to the situation we're currently in, where nobody can every build a reasonable board against a Warrior and hope to win with it (see Warpath)
I'm not fine with Brawl because it is unconditional removal that can only be countered via mechanics and not by strategy or legitimate deckbuilding.
Brawl is the Wild Growth of Warrior. As long as it exists it will always elevate Warrior to tier-1 status whenever a control build is viable while eclipsing all other, potentially more interesting options (remember Deadly Arsenal? that card isn't even half-bad, but it doesn't compare to Brawl whatsoever)
So ultimately my suggestion would be to just increase the mana-cost of Brawl anywhere up to 8 (yes I am serious, Warrior has enough removal to the point where a "worse" Twisting Nether is still good. 7 would probably be enough though) to give board centric strategies an actual possibility to play around it or apply enough pressure, similar to how they would against a Priest deck (imaginePsychic Scream being 5-mana and despair)
Another idea would be to just remove the RNG component entirely and have the minion with highest attack always win the Brawl. This way it's still a good clear against boards of tokens, but significantly worse against decks that play singular big minions (like various Giants or just midrange decks in general) while at the same time stilll not being useless, since Warrior always has cheap single target removal to fall back on.
Either way, there needs to be some counterplay. 5-mana boardwipes with no build around or counterplay are not healthy for the game.
6) Final Thoughts
This turned out much longer than I intended to. I've actually thought about this a lot and feel confident in saying that if Blizzard ends up nerfing Warrior in any capacity, they'll come to similar conclusions.
ULtimately I want Warrior to be a playable class. I like the idea of Control Warrior and I at least respect the general deck building idea of Bomb Warrior. I just feel they should hold Warrior up to the same scrutiny as Druid and get rid of the evergreen autoplay cards that make any sort of innovation moot by virtue of being the all time best option.
If you have anything to add or subtract, feel free to do so
If you liked my line of reasoning you have another post about nerfs (and buffs) to certain Classic/Basic cards to look forward to. A small spoiler: I fucking hate Tundra Rhino with every fiber of my being
AMEN!
I made a Poggo Rogue anti Warrior Bomb and I lost 15 from 18.
Too many Bombs, lot of deffensive tools and looong games with no positive results
Warrior has been in the dumbster for more than 2 year and just nearly a week at the top and you are whinning already? And after few day Warrior drop to 3rd in winrate and dropping, go check at hsrrplay.
All your post whinning about Brawl this and Brawl that. But to be honest, Brawl is never a best card of Warrior. The best and most iconic card of the class is Fiery Waraxe and Team5 nerfed it to beyond shiit already. They can nerf Brawl to 6 or 7 mana I am ok with that but give Winaxe back in return.
It is Blizzard policy that every class in this game has its up and down. Warrior and Shaman had they rough time last year and now it is their time to shine, just like Paladin and Priest now are among the worse class. You cant just call for nerf every time a class rise up in power. So next year is what.Maybe Freeze Mage will be too strong so you cry baby will cry for nerfing frost bolt to 3 mana and HOF Alex and Doomsayer???
[...] It is Blizzard policy that every class in this game has its up and down.
And that's exactly why we all should complain! Blizzard is doing this on purpose, because... well, money. They don't want you to have 1-2 favourite classes and wrap your entire collection around them. Usually only 2-3 classes at the time are viable, so you either play as them, either you will have miserable game experience for incoming months (or even years), before "your" classes become playable again. This is especially frustrating for F2P players, because all they can really do is wait and farm gold, not really having fun in the process. If zoo will be yet again the only viable Warlock deck in current meta, then I'm done with HS. It's simply not worth time and effort.
[...] It is Blizzard policy that every class in this game has its up and down.
And that's exactly why we all should complain! Blizzard is doing this on purpose, because... well, money. They don't want you to have 1-2 favourite classes and wrap your entire collection around them. Usually only 2-3 classes at the time are viable, so you either play as them, either you will have miserable game experience for incoming months (or even years), before "your" classes become playable again. This is especially frustrating for F2P players, because all they can really do is wait and farm gold, not really having fun in the process. If zoo will be yet again the only viable Warlock deck in current meta, then I'm done with HS. It's simply not worth time and effort.
That's a fair reason to be unsatisfied with Standard. Classes fall in and out of meta every rotation - sometimes way more out than in - making anyone that doesn't play daily and pay some for packs either seriously whale or just play a weaker deck in the format.
Right now it doesn't seem so bad, though - there's lots of meta decks available right now. The less meta classes just have a big counter somewhere, or lose pretty convincingly to tech cards, which isn't the worst thing in the world since many very good decks abuse weapons and that gets hard-countered by weapon removal.
I disagree, Tempo rogue main here, and although I agree Warrior is very, very strong right now, I disagree that they should get nerfed because then Rogue will be overpowered just the same. Warrior is the ONLY class right now keeping me in check, and thus keeping the meta stable allowing hunters to shine more (hunters wreck warriors atm).
So I disagree, I'm loving the meta right now and I haven't played HS before this expansion for about a year.
I don't think Warrior should be nerfed. The class is fine.
What bugs me is that most other control decks just fall short atm. They come close, and with decent and smart play can even win against Warrior, but I understand the frustration because not having access to the same range of value-generating cards Warrior has means that you're on a tight clock in those match-ups. Not to say that other classes can't generate value. They can, especially Shaman. They just can't do so on the same flexible and quantitative level.
If other classes had access to cards that act in a similar way to Omega Assembly or Dragon Roar, I think it would spice up things considerably while not taking the signature effects off Warriors. I figured that, in Control vs Control matchups, you never really feel like you want to go all in because removal lurks around every corner, and once your big boys are being dealt with your sitting there with no value anymore. And even if you play as slowly as you possible can it never feels quite right, because singular threats can be dealt with just as easily, which means that Brawl surely sits in the Warrior's hand by the time you run out of cards.
Again: The removal / control ability Warrior has is not the problem. It's the lack of viable value-generation other classes have.
Would better value-generating tools for multiple classes kill Aggro?
Possibly. The problem Aggro has is a lack of refill after board clears, which is why Token Druid still performs reasonably well against Control. Other Aggro decks however do not have this advantage, and a Zoolock tapping doesn't even come close.
Just my 2 cents. Don't forget that people come up with new stuff even weeks or months into an expansion. Wall Priest wasn't discovered in RR until way past its half-time iirc.
I think the Dr Boom hero might be a bit too strong for this lower-power meta. Mechs with rush act as additional removal and since more mechs can be generated from Assembly and the hero power, that is a lot of extra removal on top of the already strong removal options that Warrior has in the core set plus cards like Warpath and Supercollider.
Even with Token Druid, you can go all-in versus a turn 5 Brawl because you have ways to reload, but once the Warrior switches to Boom you're unlikely to win, since it becomes nearly impossible to stick a wide board. And you do need a wide board, since the Warrior will be building up his armor, so you can't get a lethal burst with just 2 or 3 minions like you can versus other classes.
The Hunter DK showed that with enough value generation, any amount of removal could be overcome, but a lot of people didn't like that aspect of the old meta. Although I personally liked the old meta overall, I am glad that it didn't last forever and that the new meta feels very different. But the Dr Boom hero feels like it was balanced for the old meta...
I think the Dr Boom hero might be a bit too strong for this lower-power meta. Mechs with rush act as additional removal and since more mechs can be generated from Assembly and the hero power, that is a lot of extra removal on top of the already strong removal options that Warrior has in the core set plus cards like Warpath and Supercollider.
Even with Token Druid, you can go all-in versus a turn 5 Brawl because you have ways to reload, but once the Warrior switches to Boom you're unlikely to win, since it becomes nearly impossible to stick a wide board. And you do need a wide board, since the Warrior will be building up his armor, so you can't get a lethal burst with just 2 or 3 minions like you can versus other classes.
The Hunter DK showed that with enough value generation, any amount of removal could be overcome, but a lot of people didn't like that aspect of the old meta. Although I personally liked the old meta overall, I am glad that it didn't last forever and that the new meta feels very different. But the Dr Boom hero feels like it was balanced for the old meta...
Well said. Nevertheless, I have already found good strategy do deal with all warriors quick and efficient. Press concede button and have some fun in another match. That really works for me.
I don’t understand some of these comments... rogue and druid are both better than warrior at the moment overall, and in many ways both are only being held in check by the existence of (control) warrior. I agree with whoever said that the only real problem is the lack of control tools in the other traditional control classes, such as priest, paladin, and mage. I have always loved the reactive playstyle of control decks, and at the moment the only class that allows for me to do that while not tanking on ladder is warrior. The only card that needs to be adjusted at the moment is Savage Roar, plain and simple.
I have played a lot of games in the new meta and the strongest Warrior card, by far, is Dr. Boom. If the warrior player doesn’t pull Dr. Boom, I almost always win. Otherwise, I almost always lose. The best strategy is to use up your brawls and warpaths as soon as you need them against Aggro or tokens, then drop Dr. Boom. Giving every mech rush means you can wipe their board without Brawl or warpath. This card has infinite value, which no other class currently has this easily. Without Dr. Boom, an opponent could try and bait out the brawl or warpath and play around it. With Dr. Boom, the warrior player doesn’t even care about that. They play their board clears, drop Dr. Boom, and see how long you bother playing before conceding.
No, blame Rogue for that. Control Shaman is favourable against Control Warrior, but it is a lot worse against Rogue hence doesn't get played.
Exactly this. The only reason warrior is dominant is because Rogue destroys every other single deck or class. So there will never be a counter vs Warrior unless they take care of rogues. I mean look at the current Rogue list, im not a big Rogue player at all but those cards make every game look easy in legend, it is a joke.
But dont forget this is part of the Blizz's marketing strategie. We see it all the time. Bring out a couple of OP cards or combo's so people buy the new packs (everybody will buy/get packs after getting demolished by a new deck a couple of times). After that let it settle for a bit and nerf the key OP cards which shackes up the meta and everybody is happy again. Rinse and repeat.
Can we all just admit that we're complaining about the equivalent of Azorius decks in MTG, not to mention Control Warrior from the game's release? Drawing a bunch of bombs is roughly the same as getting Alexstrasza'd at 30 and facing down the threat of Garrosh + ping spell.
The deck archetype is nothing new, and all it takes to beat the deck is enough tempo or constant threats. It's the slowest and greediest deck possible, whether it's bomb control or dragon control. So if any of you are salty about not getting to play an even slower and greedier deck than that, you can go play Wild where everyone can out-nutdraw everyone.
I've just played vs Bomb Warrior with Handlock. I knew that in the long term he will outvalue me, so I was pushing for damage. I've played both Giants and Drakes (obviously killed at spot, not even attacked once), then on turn 8 I've used coin for Jaraxxus and started to spam hero power. In total, I've spawned 13(!) Infernals in a row (one per turn) alongside some other minions. Guess how many of them lived long enough to do anything? You're right: not even one. He removed 13 x 6/6 minions with ease, wiping my board EVERY. SINGLE. TURN. Just before I conceded, he had around 40 armor because I didn't hit his face more than 3-4 times in early game. Praise Dr.Boom's infinite value. Yay...
I'm not calling it OP, but it's definitely not right. I'd say it's unfair to play vs infinite value hero card, when you don't have access to your own. I know Control Warlock is damn weak after rotation, but even strong decks are struggling with Warrior now. If this is meta for incoming months, then I'm out.
Hagatha is far better than Dr. Boom, Mad Genius.
AMEN!
I made a Poggo Rogue anti Warrior Bomb and I lost 15 from 18.
Too many Bombs, lot of deffensive tools and looong games with no positive results
Warrior has been in the dumbster for more than 2 year and just nearly a week at the top and you are whinning already? And after few day Warrior drop to 3rd in winrate and dropping, go check at hsrrplay.
All your post whinning about Brawl this and Brawl that. But to be honest, Brawl is never a best card of Warrior. The best and most iconic card of the class is Fiery Waraxe and Team5 nerfed it to beyond shiit already. They can nerf Brawl to 6 or 7 mana I am ok with that but give Winaxe back in return.
It is Blizzard policy that every class in this game has its up and down. Warrior and Shaman had they rough time last year and now it is their time to shine, just like Paladin and Priest now are among the worse class. You cant just call for nerf every time a class rise up in power. So next year is what.Maybe Freeze Mage will be too strong so you cry baby will cry for nerfing frost bolt to 3 mana and HOF Alex and Doomsayer???
While warrior is certainly beatable right now I do concede that the removal power creep is real.
You can't expect an overabundance of removal to not be a problem when you keep vomiting such cards into one of the four same classes.
And that's exactly why we all should complain! Blizzard is doing this on purpose, because... well, money. They don't want you to have 1-2 favourite classes and wrap your entire collection around them. Usually only 2-3 classes at the time are viable, so you either play as them, either you will have miserable game experience for incoming months (or even years), before "your" classes become playable again. This is especially frustrating for F2P players, because all they can really do is wait and farm gold, not really having fun in the process. If zoo will be yet again the only viable Warlock deck in current meta, then I'm done with HS. It's simply not worth time and effort.
That's a fair reason to be unsatisfied with Standard. Classes fall in and out of meta every rotation - sometimes way more out than in - making anyone that doesn't play daily and pay some for packs either seriously whale or just play a weaker deck in the format.
Right now it doesn't seem so bad, though - there's lots of meta decks available right now. The less meta classes just have a big counter somewhere, or lose pretty convincingly to tech cards, which isn't the worst thing in the world since many very good decks abuse weapons and that gets hard-countered by weapon removal.
“Warrior’s Overpowered Classic Set”
...laughs in Rogue*
I disagree, Tempo rogue main here, and although I agree Warrior is very, very strong right now, I disagree that they should get nerfed because then Rogue will be overpowered just the same. Warrior is the ONLY class right now keeping me in check, and thus keeping the meta stable allowing hunters to shine more (hunters wreck warriors atm).
So I disagree, I'm loving the meta right now and I haven't played HS before this expansion for about a year.
I don't think Warrior should be nerfed. The class is fine.
What bugs me is that most other control decks just fall short atm. They come close, and with decent and smart play can even win against Warrior, but I understand the frustration because not having access to the same range of value-generating cards Warrior has means that you're on a tight clock in those match-ups. Not to say that other classes can't generate value. They can, especially Shaman. They just can't do so on the same flexible and quantitative level.
If other classes had access to cards that act in a similar way to Omega Assembly or Dragon Roar, I think it would spice up things considerably while not taking the signature effects off Warriors. I figured that, in Control vs Control matchups, you never really feel like you want to go all in because removal lurks around every corner, and once your big boys are being dealt with your sitting there with no value anymore. And even if you play as slowly as you possible can it never feels quite right, because singular threats can be dealt with just as easily, which means that Brawl surely sits in the Warrior's hand by the time you run out of cards.
Again: The removal / control ability Warrior has is not the problem. It's the lack of viable value-generation other classes have.
Would better value-generating tools for multiple classes kill Aggro?
Possibly. The problem Aggro has is a lack of refill after board clears, which is why Token Druid still performs reasonably well against Control. Other Aggro decks however do not have this advantage, and a Zoolock tapping doesn't even come close.
Just my 2 cents. Don't forget that people come up with new stuff even weeks or months into an expansion. Wall Priest wasn't discovered in RR until way past its half-time iirc.
I think the Dr Boom hero might be a bit too strong for this lower-power meta. Mechs with rush act as additional removal and since more mechs can be generated from Assembly and the hero power, that is a lot of extra removal on top of the already strong removal options that Warrior has in the core set plus cards like Warpath and Supercollider.
Even with Token Druid, you can go all-in versus a turn 5 Brawl because you have ways to reload, but once the Warrior switches to Boom you're unlikely to win, since it becomes nearly impossible to stick a wide board. And you do need a wide board, since the Warrior will be building up his armor, so you can't get a lethal burst with just 2 or 3 minions like you can versus other classes.
The Hunter DK showed that with enough value generation, any amount of removal could be overcome, but a lot of people didn't like that aspect of the old meta. Although I personally liked the old meta overall, I am glad that it didn't last forever and that the new meta feels very different. But the Dr Boom hero feels like it was balanced for the old meta...
Well said. Nevertheless, I have already found good strategy do deal with all warriors quick and efficient. Press concede button and have some fun in another match. That really works for me.
Meta has become Control Warrior mirror: whose Hecklebot pulls Alysiana/Banker wins. Great.
I don’t understand some of these comments... rogue and druid are both better than warrior at the moment overall, and in many ways both are only being held in check by the existence of (control) warrior. I agree with whoever said that the only real problem is the lack of control tools in the other traditional control classes, such as priest, paladin, and mage. I have always loved the reactive playstyle of control decks, and at the moment the only class that allows for me to do that while not tanking on ladder is warrior. The only card that needs to be adjusted at the moment is Savage Roar, plain and simple.
I have played a lot of games in the new meta and the strongest Warrior card, by far, is Dr. Boom. If the warrior player doesn’t pull Dr. Boom, I almost always win. Otherwise, I almost always lose. The best strategy is to use up your brawls and warpaths as soon as you need them against Aggro or tokens, then drop Dr. Boom. Giving every mech rush means you can wipe their board without Brawl or warpath. This card has infinite value, which no other class currently has this easily. Without Dr. Boom, an opponent could try and bait out the brawl or warpath and play around it. With Dr. Boom, the warrior player doesn’t even care about that. They play their board clears, drop Dr. Boom, and see how long you bother playing before conceding.
Warrior has curb stomped every other control deck out of existance. Nice balance Blizzard, please test your cards before you release them.
No, blame Rogue for that. Control Shaman is favourable against Control Warrior, but it is a lot worse against Rogue hence doesn't get played.
Exactly this. The only reason warrior is dominant is because Rogue destroys every other single deck or class. So there will never be a counter vs Warrior unless they take care of rogues. I mean look at the current Rogue list, im not a big Rogue player at all but those cards make every game look easy in legend, it is a joke.
But dont forget this is part of the Blizz's marketing strategie. We see it all the time. Bring out a couple of OP cards or combo's so people buy the new packs (everybody will buy/get packs after getting demolished by a new deck a couple of times). After that let it settle for a bit and nerf the key OP cards which shackes up the meta and everybody is happy again. Rinse and repeat.